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D&D (2024) Warlock spell poll.

Warlock should have...

  • Full caster, same spell level as wizards or sorcerers, just with funky slots.

    Votes: 32 33.0%
  • Half caster, a mix of invocations and slots.

    Votes: 50 51.5%
  • Not a caster, no spell slots, only invocations like 3e.

    Votes: 15 15.5%

mellored

Legend
Sorry, I meant the classic 5e Warlock. Just with pact magic having a tweaked recharge.

Because that doesn't seem to be an option you've presented.
I guess 2/3 spell caster?

If you take a sorcerer, and trade your lower level slots to higher level, you end up with about the same amount that the warlock had.
 

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Parmandur

Book-Friend
They only gave one additional Invocation. Mystic Arcanum taxes you five if you want to hit your spell levels at the appropriate times.

I’m fine with Mystic Arcanum as an Invocation, I think that was a cool change. Just not with those Invocations being required to keep up with spell level progression.
Actually, I noticed on parsing the new abilities that there were other places with hidden Spell Slots that with the
9th Invocation sens to make up the power budget.

At Level 11 where Mystic Arcanum used to be, this Warlock gets a Spell that can be cast once a day, essentially a free slot, with Contact Other Plane.

The Subclass bonus prepares Apells gives a free slot, which scales.

Hex Mastery at 18th turns the signature Spell Slot using Spell into a Cantrip, which is big.

Making Myatic Arcanum an Imvocztion that can be repeated 7 times means that someone who wants a full caster Warlock is actually running ahead of the current Warlock. It's not an Invocation tax, really, since a Warlock who avoided Mystic Arcanum entirely gets lots of cool toys that peobavly fit some concept better.
 



Tessarael

Explorer
[..] Pact Magic without any rest is awful. It's almost worse than an EB/AT 1/3 caster.
Pact Magic with one rest is almost equal to half caster. Admittedly, it maintains a solid lead through most of the progression (finally falling behind only at 15th level) but the half-caster pulls within a point or so several times.
Pact Magic with two rests keeps pace with a full caster for the first ten levels, but after that falls bending hard. Topping out at the equivalent of a 13th level caster. Again, MA would make up a lot of slack on this (effectively emulating 43 additional points worth of high-level spells right around the same time a full caster gets them) but the limited nature of MA doesn't quite equal the full caster's range of high-level magic.
[..]
I think it also shows why people have such wildly different experiences with the class. If you were in a game with frequent short breaks, the warlock felt on par with the other main casters. If you were in a game with few or no short rests, you were playing with one hand tied behind your back.
One thing my DM does, which I really appreciate, is permit PCs to take a quick (15 minute) short rest when they need it between battles. This is done on a per character basis - others can choose not to take their short rest then. With a maximum of two short rests per long rest. A number of classes do really depend on getting that short rest every couple of encounters to recharge powers, otherwise short rest recharge vs. long rest recharge powers are quite unbalanced and you need to hold on to use of them to fight the big evil which means you don't use your (signature short rest rechargeable) power as often as you could/should because you are resource scarce (due to mostly being limited to long rest and occasional short rest if that is the case).
 

Actually, I noticed on parsing the new abilities that there were other places with hidden Spell Slots that with the
9th Invocation sens to make up the power budget.

At Level 11 where Mystic Arcanum used to be, this Warlock gets a Spell that can be cast once a day, essentially a free slot, with Contact Other Plane.
Warlocks used to get an extra pact magic slot. It was big.
Hex Mastery at 18th turns the signature Spell Slot using Spell into a Cantrip, which is big.
As a warlock player who never used Hex no it isn't. On the one hand hex literally lasted 24 hours when cast by a warlock. On the other Hex was and remains a concentration spell. On the gripping hand Hex gets cast as a level 1 spell out of that, and hex now only procs 1/turn rather than 1/hit. It makes up for it by higher damage when it procs if you cast it at higher level. Whoever thought that ability up didn't work with the person who changed Hex.
Making Myatic Arcanum an Imvocztion that can be repeated 7 times means that someone who wants a full caster Warlock is actually running ahead of the current Warlock.
You've spent seven out of nine invocations on being a wannabe wizard or bard. Or all your non-second level invocations and literally every single non-shared class feature other than Contact Patron and Hex Master you got after level 3. And you're at best a wannabe wizard with Eldritch Blast or a blade. (Remember that neither version of Mystic Arcanum is a match for "real" 6th-9th level spells because you can't upcast into them and can't change them)
It's not an Invocation tax, really, since a Warlock who avoided Mystic Arcanum entirely gets lots of cool toys that peobavly fit some concept better.
They really don't get a lot of toys compared to the current version. It is a truly savage set of nerfs to high level warlocks.
 

Ath-kethin

Elder Thing
The only changes I ever wanted to the 5e Warlock was allowing them to use martial weapons by default - I truly don't understand why that wasn't an option - and giving them Ritual Casting for free. Add the Rital tag to Magic Circle, because that's an ability I really think Warlocks should have, and that's it for my adjustments.

So I'm very much in the "keep it the same but for these tiny changes or just keep it the same because I can make the changes myself" category.
 

Parmandur

Book-Friend
As a warlock player who never used Hex no it isn't. On the one hand hex literally lasted 24 hours when cast by a warlock. On the other Hex was and remains a concentration spell. On the gripping hand Hex gets cast as a level 1 spell out of that, and hex now only procs 1/turn rather than 1/hit. It makes up for it by higher damage when it procs if you cast it at higher level. Whoever thought that ability up didn't work with the person who changed Hex.
I do think Hex master lacks some pizzazz for a end cap feature. However, as van already be seen from existing Invocations, turning a Level 1 Dpell into a cantrip is at the same power budget Level as a Mystic Arcanum Spell Slot.
You've spent seven out of nine invocations on being a wannabe wizard or bard. Or all your non-second level invocations and literally every single non-shared class feature other than Contact Patron and Hex Master you got after level 3. And you're at best a wannabe wizard with Eldritch Blast or a blade. (Remember that neither version of Mystic Arcanum is a match for "real" 6th-9th level spells because you can't upcast into them and can't change them)
Well, this Warlock is, at heart, a half-caster who has the option to lean either way. Which the Pact magic version also does, this just makes the stakes more clear.
They really don't get a lot of toys compared to the current version. It is a truly savage set of nerfs to high level warlocks.
Change, yes, nerf, questionable.
 


Yaarel

🇮🇱He-Mage
I’m pretty good with the half caster plus mystic arcanum for higher slots. Wasn’t into exploiting the short rest slot recovery. Doesn’t feel like any sort of nerf when viewed from a daily, long rest perspective.
This is my view, and given the survey options, I consider this a "fullcaster".

A fullcaster gets the approprate slot level at the class level, especially slot 9 at level 17.

So a halfcaster schedule but with Invocations to get the appropriate slot level, is still a fullcaster.
 

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